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It would be nice to have weapon prediction. It should be somewhat trivial to add prediction for each weapon since GoldSrc already supports it. Right now all hit registration is hindered by latency.
I think it would make this fast paced game a lot more enjoyable, plus Half-Life and most of the other Valve games already have this.
Deathmatch classic emulates how vanilla Quake 1 (not QuakeWorld) was handled, meaning the server force-disabled its client prediction.
Thankfully, the source of Deathmatch Classic being fully open, it can be fixed by modifying one line ( int AllowLagCompensation( void ), replacing 0 by 1 ).
Activity
[-]Deathmatch Classic: Add client-server hit detection.[/-][+]Deathmatch Classic: Add weapon prediction.[/+]Ch0wW commentedon Oct 9, 2026
Deathmatch classic emulates how vanilla Quake 1 (not QuakeWorld) was handled, meaning the server force-disabled its client prediction.
Thankfully, the source of Deathmatch Classic being fully open, it can be fixed by modifying one line ( int AllowLagCompensation( void ), replacing
0by1).The BaseQ servers have it enabled, by the way.
tschumann commentedon Oct 9, 2026
Ch0wW commentedon Oct 10, 2026
I believe hooking with AMXX's FakeMeta could be a solution yes...
Something like that (untested, unsure, I'm not really an AMXX plugin dev)
dllfunc(DLLFunc_pfnAllowLagCompensation, 1);